#PokeroleSRD/Statblock ====== Whiscash ====== A **Water/Ground** Pokemon with a **Nature** nature at **Rank** rank. It’s **Abilities** are: * **Oblivious** This Pokemon is not affected by the Love Status. It is immune to the effects of moves that affect its feelings such as Taunt, Charm, Captivate etc. * **Anticipation** If a foe knows a move that would deal Lethal or Super Effective damage against this Pokemon, it will alert its Trainer. * **Hydration** When Rain weather is in effect, this Pokemon will cure any status ailment it has at the end of the round. ===== Stats ===== ^**HP (5)**^**Init**^**Evade** ^**Phys Clash**^**Spec Clash**^ |7 |2 |2 |2 |2 | |**Str** |**Dex** |**Vit** |**Spec** |**Ins** | |2/5 |2/4 |2/5 |2/5 |2/5 | |**Tough** |**Cool**|**Beauty**|**Clever** |**Cute** | |1 |1 |1 |1 |1 | ===== Skills ===== ^Skill^Skill^Skill^Skill^Skill^Skill^Skill^Skill^ | | | | | | | | | ===== Moves ===== * ☐ **Mud Slap** - //Ground Type// Special Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+1//. **Effect:** Reduce the foe’s Accuracy. * ☐ **Tickle** - //Normal Type// Support Move learned at //Starter//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl//. **Effect:** Reduce the foe’s Strength and Defense. * ☐ **Mud Sport** - //Ground Type// Support Move learned at //Beginner//. Targets //Battlefield//. It’s Accuracy dice are //Special+Nature//. **Effect:** For the next 4 Rounds Electric Type attacks won’t add their Power to the Damage Pool. * ☐ **Water Sport** - //Water Type// Support Move learned at //Beginner//. Targets //Battlefield//. It’s Accuracy dice are //Special+Channel//. **Effect:** For the next 4 Rounds Fire Type attacks won’t add their Power to the Damage Pool. * ☐ **Water Gun** - //Water Type// Special Move learned at //Beginner//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. * ☐ **Belch** - //Poison Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Channel// with a damage pool of //Special+5//. **Effect:** The user must eat something before using this Move. -1 Accuracy. * ☐ **Mud Bomb** - //Ground Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 3 Chance Dice to Reduce the Foe’s Accuracy. -2 Accuracy. * ☐ **Amnesia** - //Psychic Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Insight+Alert//. **Effect:** Increase the User’s Sp. Defense by 2. * ☐ **Water Pulse** - //Water Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+2//. **Effect:** Roll 3 Chance Dice to Confuse the foe. * ☐ **Magnitude** - //Ground Type// Physical Move learned at //Amateur//. Targets //Area//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+0//. **Effect:** Ranged. 1 Dice to determine this Move’s Power * ☐ **Rest** - //Psychic Type// Support Move learned at //Amateur//. Targets //User//. It’s Accuracy dice are //Vitality+Nature//. **Effect:** Complete Heal. If successful spend 1 Will point to activate. The User must Sleep for a whole Round (from Round Start to Round End). * ☐ **Snore** - //Normal Type// Special Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Special+Perform// with a damage pool of //Special+2//. **Effect:** This move can only be used if the user asleep. Roll 3 Chance Dice to Flinch the foe. Sound Based Move. * ☐ **Aqua Tail** - //Water Type// Physical Move learned at //Amateur//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 3 Chance Dice to Flinch the foe. -1 Accuracy. * ☐ **Thrash** - //Normal Type// Physical Move learned at //Ace//. Targets //Random Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //Strength+5//. **Effect:** Rampage. * ☐ **Zen Headbutt** - //Psychic Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Roll 3 Chance Dice to Flinch the foe. -1 Accuracy. * ☐ **Earthquake** - //Ground Type// Physical Move learned at //Ace//. Targets //Area//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+4//. **Effect:** Area Attack. Ranged. * ☐ **Muddy Water** - //Water Type// Special Move learned at //Ace//. Targets //All Foes//. It’s Accuracy dice are //Dexterity+Channel// with a damage pool of //Special+3//. **Effect:** All Foes in Range. Roll 3 Chance Dice to Reduce the Accuracy of those affected. -2 Accuracy. * ☐ **Future Sight** - //Psychic Type// Special Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Insight+Channel// with a damage pool of //Special+5//. **Effect:** Strikes at the end of the next Round. It bypasses any Shield Move and cover. If the target retires or switches out from battle the damage will be dealt to the next opponent or to one of its allies. * ☐ **Fissure** - //Ground Type// Physical Move learned at //Ace//. Targets //Foe//. It’s Accuracy dice are //Strength+Brawl// with a damage pool of //+0//. **Effect:** Ranged. Deal damage to the Target equal to their remaining HP plus 1 lethal damage. -5 Accuracy. * ☐ **Dragon Dance** - //Dragon Type// Support Move learned at //Pro//. Targets //User//. It’s Accuracy dice are //Tough+Perform//. **Effect:** Increase the User’s Strength and Dexterity. * ☐ **Bounce** - //Flying Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+3//. **Effect:** Charge Move. While charging this Move, the user will be out of range. Roll 3 Chance Dice to Paralyze the foe. * ☐ **Spark** - //Electric Type// Physical Move learned at //Pro//. Targets //Foe//. It’s Accuracy dice are //Dexterity+Brawl// with a damage pool of //Strength+2//. **Effect:** Roll 3 Chance Dice to Paralyze the foe.